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Add UPawnInitializationComponent to your Pawn/Character

Call PawnInitialization->HandleControllerChanged(); for overrides PossessedBy UnPossessed OnRep_Controller

Call PawnInitialization->HandlePlayerStateReplicated(); for override OnRep_PlayerState

Call PawnInitialization->SetupPlayerInputComponent(); for override SetupPlayerInputComponent

Now bind to it:

	UFUNCTION()
	virtual void OnCharacterReady(const FActorInitStateChangedParams& Params);
	Super::BeginPlay();

	FActorInitStateChangedBPDelegate Delegate;
	Delegate.BindDynamic(this, &ThisClass::OnCharacterReady);
	PawnInitialization->RegisterAndCallForInitStateChange(PawnInitializationTags::InitState_GameplayReady, Delegate);

Or do the equivalent in BP.

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Provides Lyra-like Pawn Initialization

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